>>280567
>Unity doing completely unnecessary calculations as a fuck-you to anyone who owns a pre-RTX/RDNA2 GPU or develops a game without raytracing
>disabling its raytracing functionality literally does not work
It makes one wonder, who could possibly be behind such an odd technical decision?
>>281231
>Back then they paid devs to spend a lot of time polishing stuff
Tried Soma and I was amazed by how immersive it was. It clearly had soul, craftsmanship to it that is missing in modern slop. The game is 10 years old and my memories of the intro sequence in that small apartment alone blow Starfield out of the water. Meaningful objects that tell me about the character instead of shallow asset spam, a hidden news clipping I found was actually a main story plotpoint which was rewarding and interesting, I had fun with the lights opening and closing the curtains, the effect on the bathroom window pane was beautiful. I kept fucking around but there was no objective hint, no markers, no "huh I should find the thing" line, the game let me be which was refreshing and engaging.
Same for Max Payne, Spliter Cell they have unique direction, mechanics, world, artstyle, feel and detail while modern games tend to have quantity over quality world and shallow quests which don't stand up to scrutiny, streamlined handholding gameplay and bland woke cutscenes.
>Assassin's Creed 2 was a harmonious marriage between good ideas and good implementation
Crowbcat's videos floored me, the Dead Rising demake, the Oblivion artists going out looking at moss and stone for inspiration, compare that to Bungie who keeps ripping artwork from Twitter artists with no recourse. The soulful artists and programmers must be out there, employed to churn out massive amounts of fast random AI slop and barely functional code slop. Best case they make a potato indie game with raw gameplay or they pull off the odd Nobody Wants to Die which flops. Fuck retarded normies.